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Messages - arramus

#511
Completed Maps /
February 17, 2007, 07:12:27 AM
Testing a little vertex editing to create curves to break up the straights a little. It can certainly have its tricky moments.
#512
Completed Maps /
February 17, 2007, 03:45:55 AM
Quote from: "DooFi"whoa, Arramus is back again! W00t!
btw you can already practice with the new unreal engine. The game RoboBlitz which is available via Steam, "ships" with the editor! The game is known as crap though..

Hey DooFi,

I played the demo of RoboBlitz to get a feel of the game physics and new look. The concept of RoboBlitz felt like a macromedia flash puzzle but it was still nice to see how the engine runs.

It's good to see everyone still working with the Unreal Engine and I have a lot of catching up to do to see who's still on the scene. Thanks for the welcome back.
#513
Completed Maps / DM_Infiltrated - FINAL
February 16, 2007, 05:37:27 AM
DM_Infiltrated is final and ready to download here.
http://files.filefront.com/DM_Infiltrat ... einfo.html

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Hey all.

I spent last year using the Monolith Editor and had a real blast modding FEAR. The AI work very well online and we've had quite the COOP fest.

For this year I'm looking to get back into Unreal Editing and also dabble with BF2142 mapping when that editor is released.

A lot of game developers are switching away from old game engines and licensing the UE due to its ease of programming and award winning features. To ensure the transition to Unreal Engine 3 Editing is a smooth one I'm going to brush up with the RC mapping. I haven't touched UE for over a year so it'll take some time to get back into it all but to start with I'll make a map for the Ecliptical Realms Bacta events.

This one is called Squizzle for the moment and will be split into 3 distinct zones - a Rep, Trando and a neutral area. There'll be plenty of routes linking to clash points and it'll use lighter weapon pickups to reflect what the ER gamers prefer.

Here's a few screenies of the main base area for Trandos.


The ramp leading out of the main room is a flat additive brush. The mesh type texture will allow you to see underneath so I'll light it up a little to give it some atmosphere.


These teeth are far too rusted to chop down on you...I hope.


A little defensive cover for base attacks.
#514
General / Taking Screenshots using the ingame Camera
November 06, 2006, 08:37:49 AM
For SWRC we always assumed we could only get one screenshot using the Print Screen Function. This has been a real pain in the past with screenshots getting lost, Fraps slowing down the system or Xfire allowing people to gain access to your server during competition even on LAN.

Here's a solution that is simple and something we overlooked simply because the default was a set Windows function that would over ride the game function. A bit of an error on the developers side but not to worry.

When you are in SWRC go to your Options > Controls > Next Screen and set your screenshots key to F8 (or something else that's not being used). If you use the default SysRq-Print Screen key it will only allow one shot and not save it as the developers may have intended.

When you hit F8 key you will notice a slight pause as a picture is taken. This picture will be stored here as a bmp image.

C:Program FilesLucasArtsStar Wars Republic CommandoGameDataSystem

You can take unlimited pictures this way and they'll be named 00000 > 00001 > 00002 etc.
#515
General /
November 06, 2006, 08:35:37 AM
arramus has nothing to do with it. Sounds like someone wants some more maps to rotate on the server though.
#516
Maps in Progress /
September 11, 2006, 07:55:24 AM
Can't beat the Unreal Editor terrain tool. It's in a class of its own for sure.

Looking good DT.
#517
General / Greetings
May 29, 2006, 06:46:56 AM
Hello to all RC modders and gamers. It's good to see the community still alive and active. I hope this forum will be a great asset to the RC community.